// Copyright 2019 The Dawn Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
//     http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.

#include "dawn/native/d3d12/ResourceHeapAllocationD3D12.h"

#include <utility>

#include "dawn/native/d3d/D3DError.h"
#include "dawn/native/d3d12/HeapD3D12.h"

namespace dawn::native::d3d12 {
ResourceHeapAllocation::ResourceHeapAllocation(const AllocationInfo& info,
                                               uint64_t offset,
                                               ComPtr<ID3D12Resource> resource,
                                               Heap* heap)
    : ResourceMemoryAllocation(info, offset, heap), mResource(std::move(resource)) {
    ASSERT((info.mMethod == AllocationMethod::kExternal) == (heap == nullptr));
}

void ResourceHeapAllocation::Invalidate() {
    ResourceMemoryAllocation::Invalidate();
    mResource.Reset();
}

ID3D12Resource* ResourceHeapAllocation::GetD3D12Resource() const {
    return mResource.Get();
}

D3D12_GPU_VIRTUAL_ADDRESS ResourceHeapAllocation::GetGPUPointer() const {
    return mResource->GetGPUVirtualAddress();
}
}  // namespace dawn::native::d3d12
